X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=mathlib.h;h=e953333545fcb93fff94be815a979fdd58fe5285;hp=cb674e51a38affd019b3f023ad9e038f824da038;hb=f16954a9d40168253ac5d9890dabcf7dbd266cd9;hpb=9a443db93cbbd3419f9b53714cbbdc1409342d13 diff --git a/mathlib.h b/mathlib.h index cb674e51..e9533335 100644 --- a/mathlib.h +++ b/mathlib.h @@ -55,7 +55,7 @@ extern vec3_t vec3_origin; #define max(A,B) ((A) > (B) ? (A) : (B)) #endif -/// LordHavoc: this function never returns exactly MIN or exactly MAX, because +/// LadyHavoc: this function never returns exactly MIN or exactly MAX, because /// of a QuakeC bug in id1 where the line /// self.nextthink = self.nexthink + random() * 0.5; /// can result in 0 (self.nextthink is 0 at this point in the code to begin @@ -83,6 +83,8 @@ unsigned int CeilPowerOf2(unsigned int value); #define RAD2DEG(a) ((a) * (180.0f / (float) M_PI)) #define ANGLEMOD(a) ((a) - 360.0 * floor((a) / 360.0)) +#define Q_rint(x) ((x) > 0 ? (int)((x) + 0.5) : (int)((x) - 0.5)) //johnfitz -- from joequake + #define DotProduct2(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]) #define Vector2Clear(a) ((a)[0]=(a)[1]=0) #define Vector2Compare(a,b) (((a)[0]==(b)[0])&&((a)[1]==(b)[1])) @@ -90,7 +92,7 @@ unsigned int CeilPowerOf2(unsigned int value); #define Vector2Negate(a,b) ((b)[0]=-((a)[0]),(b)[1]=-((a)[1])) #define Vector2Set(a,b,c) ((a)[0]=(b),(a)[1]=(c)) #define Vector2Scale(in, scale, out) ((out)[0] = (in)[0] * (scale),(out)[1] = (in)[1] * (scale)) -#define Vector2Normalize2(v,dest) {float ilength = (float) sqrt(DotProduct2((v),(v)));if (ilength) ilength = 1.0f / ilength;dest[0] = (v)[0] * ilength;dest[1] = (v)[1] * ilength;} +#define Vector2Normalize2(v,dest) {float ilength = (float)DotProduct2((v),(v));if (ilength) ilength = 1.0f / sqrt(ilength);dest[0] = (v)[0] * ilength;dest[1] = (v)[1] * ilength;} #define DotProduct4(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2]+(a)[3]*(b)[3]) #define Vector4Clear(a) ((a)[0]=(a)[1]=(a)[2]=(a)[3]=0) @@ -98,7 +100,7 @@ unsigned int CeilPowerOf2(unsigned int value); #define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3]) #define Vector4Negate(a,b) ((b)[0]=-((a)[0]),(b)[1]=-((a)[1]),(b)[2]=-((a)[2]),(b)[3]=-((a)[3])) #define Vector4Set(a,b,c,d,e) ((a)[0]=(b),(a)[1]=(c),(a)[2]=(d),(a)[3]=(e)) -#define Vector4Normalize2(v,dest) {float ilength = (float) sqrt(DotProduct4((v),(v)));if (ilength) ilength = 1.0f / ilength;dest[0] = (v)[0] * ilength;dest[1] = (v)[1] * ilength;dest[2] = (v)[2] * ilength;dest[3] = (v)[3] * ilength;} +#define Vector4Normalize2(v,dest) {float ilength = (float)DotProduct4((v),(v));if (ilength) ilength = 1.0f / sqrt(ilength);dest[0] = (v)[0] * ilength;dest[1] = (v)[1] * ilength;dest[2] = (v)[2] * ilength;dest[3] = (v)[3] * ilength;} #define Vector4Subtract(a,b,c) ((c)[0]=(a)[0]-(b)[0],(c)[1]=(a)[1]-(b)[1],(c)[2]=(a)[2]-(b)[2],(c)[3]=(a)[3]-(b)[3]) #define Vector4Add(a,b,c) ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1],(c)[2]=(a)[2]+(b)[2],(c)[3]=(a)[3]+(b)[3]) #define Vector4Scale(in, scale, out) ((out)[0] = (in)[0] * (scale),(out)[1] = (in)[1] * (scale),(out)[2] = (in)[2] * (scale),(out)[3] = (in)[3] * (scale)) @@ -115,9 +117,9 @@ unsigned int CeilPowerOf2(unsigned int value); #define VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2]) #define VectorMultiply(a,b,c) ((c)[0]=(a)[0]*(b)[0],(c)[1]=(a)[1]*(b)[1],(c)[2]=(a)[2]*(b)[2]) #define CrossProduct(a,b,c) ((c)[0]=(a)[1]*(b)[2]-(a)[2]*(b)[1],(c)[1]=(a)[2]*(b)[0]-(a)[0]*(b)[2],(c)[2]=(a)[0]*(b)[1]-(a)[1]*(b)[0]) -#define VectorNormalize(v) {float ilength = (float) sqrt(DotProduct((v),(v)));if (ilength) ilength = 1.0f / ilength;(v)[0] *= ilength;(v)[1] *= ilength;(v)[2] *= ilength;} -#define VectorNormalize2(v,dest) {float ilength = (float) sqrt(DotProduct((v),(v)));if (ilength) ilength = 1.0f / ilength;dest[0] = (v)[0] * ilength;dest[1] = (v)[1] * ilength;dest[2] = (v)[2] * ilength;} -#define VectorNormalizeDouble(v) {double ilength = sqrt(DotProduct((v),(v)));if (ilength) ilength = 1.0 / ilength;(v)[0] *= ilength;(v)[1] *= ilength;(v)[2] *= ilength;} +#define VectorNormalize(v) {float ilength = (float)DotProduct((v),(v));if (ilength) ilength = 1.0f / sqrt(ilength);(v)[0] *= ilength;(v)[1] *= ilength;(v)[2] *= ilength;} +#define VectorNormalize2(v,dest) {float ilength = (float)DotProduct((v),(v));if (ilength) ilength = 1.0f / sqrt(ilength);dest[0] = (v)[0] * ilength;dest[1] = (v)[1] * ilength;dest[2] = (v)[2] * ilength;} +#define VectorNormalizeDouble(v) {double ilength = DotProduct((v),(v));if (ilength) ilength = 1.0 / sqrt(ilength);(v)[0] *= ilength;(v)[1] *= ilength;(v)[2] *= ilength;} #define VectorDistance2(a, b) (((a)[0] - (b)[0]) * ((a)[0] - (b)[0]) + ((a)[1] - (b)[1]) * ((a)[1] - (b)[1]) + ((a)[2] - (b)[2]) * ((a)[2] - (b)[2])) #define VectorDistance(a, b) (sqrt(VectorDistance2(a,b))) #define VectorLength(a) (sqrt((double)DotProduct(a, a))) @@ -181,15 +183,16 @@ int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const } #endif -#define lhcheeserand() (seed = (seed * 987211u) ^ (seed >> 13u) ^ 914867) -#define lhcheeserandom(MIN,MAX) ((double)(lhcheeserand() + 0.5) / ((double)4096.0*1024.0*1024.0) * ((MAX)-(MIN)) + (MIN)) -#define VectorCheeseRandom(v) do{(v)[0] = lhcheeserandom(-1, 1);(v)[1] = lhcheeserandom(-1, 1);(v)[2] = lhcheeserandom(-1, 1);}while(DotProduct(v, v) > 1) +#define lhcheeserand(seed) ((seed) = ((seed) * 987211u) ^ ((seed) >> 13u) ^ 914867) +#define lhcheeserandom(seed,MIN,MAX) ((double)(lhcheeserand(seed) + 0.5) / ((double)4096.0*1024.0*1024.0) * ((MAX)-(MIN)) + (MIN)) +#define VectorCheeseRandom(seed,v) do{(v)[0] = lhcheeserandom(seed,-1, 1);(v)[1] = lhcheeserandom(seed,-1, 1);(v)[2] = lhcheeserandom(seed,-1, 1);}while(DotProduct(v, v) > 1) +#define VectorLehmerRandom(seed,v) do{(v)[0] = Math_crandomf(seed);(v)[1] = Math_crandomf(seed);(v)[2] = Math_crandomf(seed);}while(DotProduct(v, v) > 1) /* -// LordHavoc: quaternion math, untested, don't know if these are correct, +// LadyHavoc: quaternion math, untested, don't know if these are correct, // need to add conversion to/from matrices -// LordHavoc: later note: the matrix faq is useful: http://skal.planet-d.net/demo/matrixfaq.htm -// LordHavoc: these are probably very wrong and I'm not sure I care, not used by anything +// LadyHavoc: later note: the matrix faq is useful: http://skal.planet-d.net/demo/matrixfaq.htm +// LadyHavoc: these are probably very wrong and I'm not sure I care, not used by anything // returns length of quaternion #define qlen(a) ((float) sqrt((a)[0]*(a)[0]+(a)[1]*(a)[1]+(a)[2]*(a)[2]+(a)[3]*(a)[3])) @@ -232,14 +235,9 @@ float r2is = 1.0f / sin(r2);\ #define VectorCopy4(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];(b)[3]=(a)[3];} -vec_t Length (vec3_t v); - /// returns vector length float VectorNormalizeLength (vec3_t v); -/// returns vector length -float VectorNormalizeLength2 (vec3_t v, vec3_t dest); - #define NUMVERTEXNORMALS 162 extern float m_bytenormals[NUMVERTEXNORMALS][3]; @@ -250,16 +248,16 @@ void R_ConcatRotations (const float in1[3*3], const float in2[3*3], float out[3* void R_ConcatTransforms (const float in1[3*4], const float in2[3*4], float out[3*4]); void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); -/// LordHavoc: proper matrix version of AngleVectors +/// LadyHavoc: proper matrix version of AngleVectors void AngleVectorsFLU (const vec3_t angles, vec3_t forward, vec3_t left, vec3_t up); /// divVerent: improper matrix version of AngleVectors void AngleVectorsDuke3DFLU (const vec3_t angles, vec3_t forward, vec3_t left, vec3_t up, double maxShearAngle); -/// LordHavoc: builds a [3][4] matrix +/// LadyHavoc: builds a [3][4] matrix void AngleMatrix (const vec3_t angles, const vec3_t translate, vec_t matrix[][4]); -/// LordHavoc: calculates pitch/yaw/roll angles from forward and up vectors -void AnglesFromVectors (vec3_t angles, const vec3_t forward, const vec3_t up, qboolean flippitch); +/// LadyHavoc: calculates pitch/yaw/roll angles from forward and up vectors +void AnglesFromVectors (vec3_t angles, const vec3_t forward, const vec3_t up, qbool flippitch); -/// LordHavoc: like AngleVectors, but taking a forward vector instead of angles, useful! +/// LadyHavoc: like AngleVectors, but taking a forward vector instead of angles, useful! void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up); void VectorVectorsDouble(const double *forward, double *right, double *up); @@ -274,7 +272,7 @@ void BoxPlaneCornerDistances_Separate(const vec3_t emins, const vec3_t emaxs, co #define PlaneDist(point,plane) ((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal)) #define PlaneDiff(point,plane) (((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal)) - (plane)->dist) -/// LordHavoc: minimal plane structure +/// LadyHavoc: minimal plane structure typedef struct tinyplane_s { float normal[3], dist; @@ -301,6 +299,22 @@ void BoxFromPoints(vec3_t mins, vec3_t maxs, int numpoints, vec_t *point3f); int LoopingFrameNumberFromDouble(double t, int loopframes); +// implementation of 128bit Lehmer Random Number Generator with 2^126 period +// https://en.wikipedia.org/Lehmer_random_number_generator +typedef struct randomseed_s +{ + unsigned int s[4]; +} +randomseed_t; + +void Math_RandomSeed_Reset(randomseed_t *r); +void Math_RandomSeed_FromInts(randomseed_t *r, unsigned int s0, unsigned int s1, unsigned int s2, unsigned int s3); +unsigned long long Math_rand64(randomseed_t *r); +float Math_randomf(randomseed_t *r); +float Math_crandomf(randomseed_t *r); +float Math_randomrangef(randomseed_t *r, float minf, float maxf); +int Math_randomrangei(randomseed_t *r, int mini, int maxi); + void Mathlib_Init(void); #endif